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Problem - mq2nav advanced meshgeneration

tucker

Member
Joined
Sep 24, 2016
RedCents
413¢
I'm having issues with some zones and their mesh generation. For my issues with droga I managed to block off some sections in the mesh to ameliorate pulling (although I still had some y axis issues with pulling).

I understand there are issues with some of the TBM but some quick searching is not finding anyone else running into issues with Shard's landing, sarith, evantil, sepulchre etc.

For example, with sarith I moved the min y axis bound and instead of generating the tiles under the world it does generate them (supposedly) where they should be but navigation is still broken. Showing mesh in game doesn't really look that different from a zone where it works so I'm at a loss.

Any tips on getting these to work?
 
I found that changing the bounding box too much will mess up the meshgeneration and make it not work for navigation, mostly i change max y to limit the number of trees and roofs being meshed etc. but other than that i dont change it much.

i often lower tilesize to half, depending on the amount tiles, but on low tile zones i try and get my tiles to around 10-15k max, so half the tilesize then lower cell size to maybe 0.300 or 0.500 or something in between.

i dont think going with a high numbers of tiles makes navigation better, seen alot more studder when navigating on 30k tiles in a 500 tile zone than just doing 1k tiles.

and no need to have it load a 20mb file when 2mb can do it.

so around 10-15k ofcause in zones with higher number tiles i try and see what works.

but say like droga with its about 1900 tiles with default settings i change the size tile and sell size
 
Problem - mq2nav advanced meshgeneration

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